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<div class="header">
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<div class="title">Class Hierarchy</div>  </div>
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<div class="textblock">
<p><a href="inherits.html">Go to the graphical class hierarchy</a></p>
This inheritance list is sorted roughly, but not completely, alphabetically:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span><span onclick="javascript:toggleLevel(4);">4</span><span onclick="javascript:toggleLevel(5);">5</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1Gu_1_1ContactBuffer.html" target="_self">physx::Gu::ContactBuffer</a></td><td class="desc"></td></tr>
<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structphysx_1_1Gu_1_1ContactPoint.html" target="_self">physx::Gu::ContactPoint</a></td><td class="desc"></td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structphysx_1_1Gu_1_1NarrowPhaseParams.html" target="_self">physx::Gu::NarrowPhaseParams</a></td><td class="desc"></td></tr>
<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPx1DConstraint.html" target="_self">Px1DConstraint</a></td><td class="desc">A constraint </td></tr>
<tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPx1DConstraintFlag.html" target="_self">Px1DConstraintFlag</a></td><td class="desc">Constraint row flags </td></tr>
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxActorFlag.html" target="_self">PxActorFlag</a></td><td class="desc">Flags which control the behavior of an actor </td></tr>
<tr id="row_6_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_6_" class="arrow" onclick="toggleFolder('6_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxActorShape.html" target="_self">PxActorShape</a></td><td class="desc">Collection of set bits defined in <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags. ">PxHitFlag</a> </td></tr>
<tr id="row_6_0_" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_6_0_" class="arrow" onclick="toggleFolder('6_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxQueryHit.html" target="_self">PxQueryHit</a></td><td class="desc">Scene query hit information </td></tr>
<tr id="row_6_0_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span id="arr_6_0_0_" class="arrow" onclick="toggleFolder('6_0_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxLocationHit.html" target="_self">PxLocationHit</a></td><td class="desc">Scene query hit information for raycasts and sweeps returning hit position and normal information </td></tr>
<tr id="row_6_0_0_0_" style="display:none;"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRaycastHit.html" target="_self">PxRaycastHit</a></td><td class="desc">Stores results of raycast queries </td></tr>
<tr id="row_6_0_0_1_" style="display:none;"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSweepHit.html" target="_self">PxSweepHit</a></td><td class="desc">Stores results of sweep queries </td></tr>
<tr id="row_6_0_1_" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxOverlapHit.html" target="_self">PxOverlapHit</a></td><td class="desc">Stores results of overlap queries </td></tr>
<tr id="row_7_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxActorType.html" target="_self">PxActorType</a></td><td class="desc">Identifies each type of actor </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxActorTypeFlag.html" target="_self">PxActorTypeFlag</a></td><td class="desc">Identifies each type of actor for retrieving actors from a scene </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_9_" class="arrow" onclick="toggleFolder('9_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxAllocatorCallback.html" target="_self">PxAllocatorCallback</a></td><td class="desc">Abstract base class for an application defined memory allocator that can be used by the Nv library </td></tr>
<tr id="row_9_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultAllocator.html" target="_self">PxDefaultAllocator</a></td><td class="desc">Default implementation of the allocator interface required by the SDK </td></tr>
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationAxis.html" target="_self">PxArticulationAxis</a></td><td class="desc"></td></tr>
<tr id="row_11_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationCache.html" target="_self">PxArticulationCache</a></td><td class="desc"></td></tr>
<tr id="row_12_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationDrive.html" target="_self">PxArticulationDrive</a></td><td class="desc"></td></tr>
<tr id="row_13_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationDriveCache.html" target="_self">PxArticulationDriveCache</a></td><td class="desc">Articulation drive cache </td></tr>
<tr id="row_14_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationDriveType.html" target="_self">PxArticulationDriveType</a></td><td class="desc"></td></tr>
<tr id="row_15_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationFlag.html" target="_self">PxArticulationFlag</a></td><td class="desc"></td></tr>
<tr id="row_16_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_16_" class="arrow" onclick="toggleFolder('16_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationJointData.html" target="_self">PxArticulationJointData</a></td><td class="desc"></td></tr>
<tr id="row_16_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFeatherstoneArticulationJointData.html" target="_self">PxFeatherstoneArticulationJointData</a></td><td class="desc"></td></tr>
<tr id="row_17_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationJointDriveType.html" target="_self">PxArticulationJointDriveType</a></td><td class="desc">The type of joint drive to use for the articulation joint </td></tr>
<tr id="row_18_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationJointType.html" target="_self">PxArticulationJointType</a></td><td class="desc"></td></tr>
<tr id="row_19_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationLimit.html" target="_self">PxArticulationLimit</a></td><td class="desc"></td></tr>
<tr id="row_20_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationMotion.html" target="_self">PxArticulationMotion</a></td><td class="desc"></td></tr>
<tr id="row_21_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxArticulationRootLinkData.html" target="_self">PxArticulationRootLinkData</a></td><td class="desc"></td></tr>
<tr id="row_22_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxAssertHandler.html" target="_self">PxAssertHandler</a></td><td class="desc"></td></tr>
<tr id="row_23_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_23_" class="arrow" onclick="toggleFolder('23_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBase.html" target="_self">PxBase</a></td><td class="desc">Base class for objects that can be members of a <a class="el" href="classPxCollection.html" title="Collection class for serialization. ">PxCollection</a> </td></tr>
<tr id="row_23_0_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_23_0_" class="arrow" onclick="toggleFolder('23_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxActor.html" target="_self">PxActor</a></td><td class="desc"><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> is the base class for the main simulation objects in the physics SDK </td></tr>
<tr id="row_23_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span id="arr_23_0_0_" class="arrow" onclick="toggleFolder('23_0_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidActor.html" target="_self">PxRigidActor</a></td><td class="desc"><a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> represents a base class shared between dynamic and static rigid bodies in the physics SDK </td></tr>
<tr id="row_23_0_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span id="arr_23_0_0_0_" class="arrow" onclick="toggleFolder('23_0_0_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidBody.html" target="_self">PxRigidBody</a></td><td class="desc"><a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. ">PxRigidBody</a> is a base class shared between dynamic rigid body objects </td></tr>
<tr id="row_23_0_0_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationLink.html" target="_self">PxArticulationLink</a></td><td class="desc">Component of an articulation that represents a rigid body </td></tr>
<tr id="row_23_0_0_0_1_" class="even" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidDynamic.html" target="_self">PxRigidDynamic</a></td><td class="desc"><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> represents a dynamic rigid simulation object in the physics SDK </td></tr>
<tr id="row_23_0_0_1_" class="even" style="display:none;"><td class="entry"><span style="width:64px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidStatic.html" target="_self">PxRigidStatic</a></td><td class="desc"><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> represents a static rigid body simulation object in the physics SDK </td></tr>
<tr id="row_23_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxAggregate.html" target="_self">PxAggregate</a></td><td class="desc">Class to aggregate actors into a single broad-phase entry </td></tr>
<tr id="row_23_2_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_23_2_" class="arrow" onclick="toggleFolder('23_2_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationBase.html" target="_self">PxArticulationBase</a></td><td class="desc">Tree structure of bodies connected by joints that is treated as a unit by the dynamics solver </td></tr>
<tr id="row_23_2_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulation.html" target="_self">PxArticulation</a></td><td class="desc">Tree structure of bodies connected by joints that is treated as a unit by the dynamics solver </td></tr>
<tr id="row_23_2_1_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationReducedCoordinate.html" target="_self">PxArticulationReducedCoordinate</a></td><td class="desc">Tree structure of bodies connected by joints that is treated as a unit by the dynamics solver </td></tr>
<tr id="row_23_3_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_23_3_" class="arrow" onclick="toggleFolder('23_3_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationJointBase.html" target="_self">PxArticulationJointBase</a></td><td class="desc"></td></tr>
<tr id="row_23_3_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationJoint.html" target="_self">PxArticulationJoint</a></td><td class="desc">Joint between two links in an articulation </td></tr>
<tr id="row_23_3_1_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxArticulationJointReducedCoordinate.html" target="_self">PxArticulationJointReducedCoordinate</a></td><td class="desc">Joint between two links in an articulation </td></tr>
<tr id="row_23_4_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBVHStructure.html" target="_self">PxBVHStructure</a></td><td class="desc">Class representing the bounding volume hierarchy structure </td></tr>
<tr id="row_23_5_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConstraint.html" target="_self">PxConstraint</a></td><td class="desc">A plugin class for implementing constraints </td></tr>
<tr id="row_23_6_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConvexMesh.html" target="_self">PxConvexMesh</a></td><td class="desc">A convex mesh </td></tr>
<tr id="row_23_7_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxHeightField.html" target="_self">PxHeightField</a></td><td class="desc">A height field class </td></tr>
<tr id="row_23_8_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_23_8_" class="arrow" onclick="toggleFolder('23_8_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJoint.html" target="_self">PxJoint</a></td><td class="desc">Base interface providing common functionality for PhysX joints </td></tr>
<tr id="row_23_8_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxContactJoint.html" target="_self">PxContactJoint</a></td><td class="desc">Joint that maintains an upper or lower bound (or both) on the distance between two points on different objects </td></tr>
<tr id="row_23_8_1_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxD6Joint.html" target="_self">PxD6Joint</a></td><td class="desc">A D6 joint is a general constraint between two actors </td></tr>
<tr id="row_23_8_2_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDistanceJoint.html" target="_self">PxDistanceJoint</a></td><td class="desc">Joint that maintains an upper or lower bound (or both) on the distance between two points on different objects </td></tr>
<tr id="row_23_8_3_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFixedJoint.html" target="_self">PxFixedJoint</a></td><td class="desc">A fixed joint permits no relative movement between two bodies. ie the bodies are glued together </td></tr>
<tr id="row_23_8_4_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPrismaticJoint.html" target="_self">PxPrismaticJoint</a></td><td class="desc">A prismatic joint permits relative translational movement between two bodies along an axis, but no relative rotational movement </td></tr>
<tr id="row_23_8_5_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRevoluteJoint.html" target="_self">PxRevoluteJoint</a></td><td class="desc">A joint which behaves in a similar way to a hinge or axle </td></tr>
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<tr id="row_23_10_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPruningStructure.html" target="_self">PxPruningStructure</a></td><td class="desc">A precomputed pruning structure to accelerate scene queries against newly added actors </td></tr>
<tr id="row_23_11_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxShape.html" target="_self">PxShape</a></td><td class="desc">Abstract class for collision shapes </td></tr>
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<tr id="row_23_12_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBVH33TriangleMesh.html" target="_self">PxBVH33TriangleMesh</a></td><td class="desc">A triangle mesh containing the <a class="el" href="structPxMeshMidPhase.html#a49f740883fbfb1a49631c28818c219f4aa791bfd986fc6edb77db2928e3c5e529" title="Default midphase mesh structure, as used up to PhysX 3.3. ">PxMeshMidPhase::eBVH33</a> structure </td></tr>
<tr id="row_23_12_1_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBVH34TriangleMesh.html" target="_self">PxBVH34TriangleMesh</a></td><td class="desc">A triangle mesh containing the <a class="el" href="structPxMeshMidPhase.html#a49f740883fbfb1a49631c28818c219f4a42051af73b6c6b3a5ac4df2928b6d446" title="New midphase mesh structure, introduced in PhysX 3.4. ">PxMeshMidPhase::eBVH34</a> structure </td></tr>
<tr id="row_23_13_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_23_13_" class="arrow" onclick="toggleFolder('23_13_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleWheels.html" target="_self">PxVehicleWheels</a></td><td class="desc">Data structure with instanced dynamics data and configuration data of a vehicle with just wheels </td></tr>
<tr id="row_23_13_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span id="arr_23_13_0_" class="arrow" onclick="toggleFolder('23_13_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDrive.html" target="_self">PxVehicleDrive</a></td><td class="desc">A complete vehicle with instance dynamics data and configuration data for wheels and engine,clutch,gears,autobox </td></tr>
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<tr id="row_23_13_1_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleNoDrive.html" target="_self">PxVehicleNoDrive</a></td><td class="desc">Data structure with instanced dynamics data and configuration data of a vehicle with no drive model </td></tr>
<tr id="row_24_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBaseFlag.html" target="_self">PxBaseFlag</a></td><td class="desc">Flags for <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. ">PxBase</a> </td></tr>
<tr id="row_25_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_25_" class="arrow" onclick="toggleFolder('25_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxBaseTask.html" target="_self">physx::PxBaseTask</a></td><td class="desc">Base class of all task types </td></tr>
<tr id="row_25_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxLightCpuTask.html" target="_self">physx::PxLightCpuTask</a></td><td class="desc">A <a class="el" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types. ">PxBaseTask</a> implementation with immediate execution and simple dependencies </td></tr>
<tr id="row_25_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxTask.html" target="_self">physx::PxTask</a></td><td class="desc">A <a class="el" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types. ">PxBaseTask</a> implementation with deferred execution and full dependencies </td></tr>
<tr id="row_26_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBatchQuery.html" target="_self">PxBatchQuery</a></td><td class="desc">Batched queries object. This is used to perform several queries at the same time </td></tr>
<tr id="row_27_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBatchQueryDesc.html" target="_self">PxBatchQueryDesc</a></td><td class="desc">Descriptor class for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> </td></tr>
<tr id="row_28_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBatchQueryMemory.html" target="_self">PxBatchQueryMemory</a></td><td class="desc">Struct for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> memory pointers </td></tr>
<tr id="row_29_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBatchQueryResult.html" target="_self">PxBatchQueryResult&lt; HitType &gt;</a></td><td class="desc">Generic struct for receiving results of single query in a batch. Gets templated on hit type <a class="el" href="structPxRaycastHit.html" title="Stores results of raycast queries. ">PxRaycastHit</a>, <a class="el" href="structPxSweepHit.html" title="Stores results of sweep queries. ">PxSweepHit</a> or <a class="el" href="structPxOverlapHit.html" title="Stores results of overlap queries. ">PxOverlapHit</a> </td></tr>
<tr id="row_30_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBatchQueryStatus.html" target="_self">PxBatchQueryStatus</a></td><td class="desc">Batched query status </td></tr>
<tr id="row_31_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBinaryConverter.html" target="_self">PxBinaryConverter</a></td><td class="desc">Binary converter for serialized streams </td></tr>
<tr id="row_32_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBitAndDataT.html" target="_self">PxBitAndDataT&lt; storageType, bitMask &gt;</a></td><td class="desc"></td></tr>
<tr id="row_33_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBitAndDataT.html" target="_self">PxBitAndDataT&lt; unsigned char, 0x80 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_34_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBounds3.html" target="_self">PxBounds3</a></td><td class="desc">Class representing 3D range or axis aligned bounding box </td></tr>
<tr id="row_35_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBroadPhaseCallback.html" target="_self">PxBroadPhaseCallback</a></td><td class="desc">Broad-phase callback to receive broad-phase related events </td></tr>
<tr id="row_36_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBroadPhaseCaps.html" target="_self">PxBroadPhaseCaps</a></td><td class="desc">Caps class for broad phase </td></tr>
<tr id="row_37_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBroadPhaseExt.html" target="_self">PxBroadPhaseExt</a></td><td class="desc"></td></tr>
<tr id="row_38_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBroadPhaseRegion.html" target="_self">PxBroadPhaseRegion</a></td><td class="desc">"Region of interest" for the broad-phase </td></tr>
<tr id="row_39_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBroadPhaseRegionInfo.html" target="_self">PxBroadPhaseRegionInfo</a></td><td class="desc">Information &amp; stats structure for a region </td></tr>
<tr id="row_40_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBroadPhaseType.html" target="_self">PxBroadPhaseType</a></td><td class="desc">Broad phase algorithm used in the simulation </td></tr>
<tr id="row_41_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBVH33MidphaseDesc.html" target="_self">PxBVH33MidphaseDesc</a></td><td class="desc">Structure describing parameters affecting BVH33 midphase mesh structure </td></tr>
<tr id="row_42_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBVH34MidphaseDesc.html" target="_self">PxBVH34MidphaseDesc</a></td><td class="desc">Structure describing parameters affecting BVH34 midphase mesh structure </td></tr>
<tr id="row_43_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBVHStructureDesc.html" target="_self">PxBVHStructureDesc</a></td><td class="desc">Descriptor class for <a class="el" href="classPxBVHStructure.html" title="Class representing the bounding volume hierarchy structure. ">PxBVHStructure</a> </td></tr>
<tr id="row_44_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxCache.html" target="_self">PxCache</a></td><td class="desc">A structure to cache contact information produced by LL contact gen functions </td></tr>
<tr id="row_45_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCacheAllocator.html" target="_self">PxCacheAllocator</a></td><td class="desc"></td></tr>
<tr id="row_46_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxCapsuleClimbingMode.html" target="_self">PxCapsuleClimbingMode</a></td><td class="desc"></td></tr>
<tr id="row_47_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCCDContactModifyCallback.html" target="_self">PxCCDContactModifyCallback</a></td><td class="desc">An interface class that the user can implement in order to modify CCD contact constraints </td></tr>
<tr id="row_48_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCollection.html" target="_self">PxCollection</a></td><td class="desc">Collection class for serialization </td></tr>
<tr id="row_49_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCollectionExt.html" target="_self">PxCollectionExt</a></td><td class="desc"></td></tr>
<tr id="row_50_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxCombineMode.html" target="_self">PxCombineMode</a></td><td class="desc">Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision </td></tr>
<tr id="row_51_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConcreteType.html" target="_self">PxConcreteType</a></td><td class="desc">Enumeration of concrete classes inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. ">PxBase</a> </td></tr>
<tr id="row_52_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConstraintAllocator.html" target="_self">PxConstraintAllocator</a></td><td class="desc"></td></tr>
<tr id="row_53_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintBatchHeader.html" target="_self">PxConstraintBatchHeader</a></td><td class="desc"></td></tr>
<tr id="row_54_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConstraintConnector.html" target="_self">PxConstraintConnector</a></td><td class="desc">This class connects a custom constraint to the SDK </td></tr>
<tr id="row_55_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintExtIDs.html" target="_self">PxConstraintExtIDs</a></td><td class="desc">Unique identifiers for extensions classes which implement a constraint based on <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> </td></tr>
<tr id="row_56_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintFlag.html" target="_self">PxConstraintFlag</a></td><td class="desc">Table of function pointers for a constraint </td></tr>
<tr id="row_57_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintInfo.html" target="_self">PxConstraintInfo</a></td><td class="desc">Descriptor for a broken constraint </td></tr>
<tr id="row_58_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintInvMassScale.html" target="_self">PxConstraintInvMassScale</a></td><td class="desc"></td></tr>
<tr id="row_59_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintShaderTable.html" target="_self">PxConstraintShaderTable</a></td><td class="desc"></td></tr>
<tr id="row_60_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintSolveHint.html" target="_self">PxConstraintSolveHint</a></td><td class="desc">Constraint type hints which the solver uses to optimize constraint handling </td></tr>
<tr id="row_61_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConstraintVisualizationFlag.html" target="_self">PxConstraintVisualizationFlag</a></td><td class="desc">Flags for determining which components of the constraint should be visualized </td></tr>
<tr id="row_62_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConstraintVisualizer.html" target="_self">PxConstraintVisualizer</a></td><td class="desc"></td></tr>
<tr id="row_63_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_63_" class="arrow" onclick="toggleFolder('63_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContact.html" target="_self">PxContact</a></td><td class="desc">Contact point data including face (feature) indices </td></tr>
<tr id="row_63_0_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_63_0_" class="arrow" onclick="toggleFolder('63_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxExtendedContact.html" target="_self">PxExtendedContact</a></td><td class="desc"></td></tr>
<tr id="row_63_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxModifiableContact.html" target="_self">PxModifiableContact</a></td><td class="desc">A modifiable contact point. This has additional fields per-contact to permit modification by user </td></tr>
<tr id="row_64_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxContactModifyCallback.html" target="_self">PxContactModifyCallback</a></td><td class="desc">An interface class that the user can implement in order to modify contact constraints </td></tr>
<tr id="row_65_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxContactModifyPair.html" target="_self">PxContactModifyPair</a></td><td class="desc">An array of instances of this class is passed to <a class="el" href="classPxContactModifyCallback.html#a383f0448886bf352215c886b3066f790" title="Passes modifiable arrays of contacts to the application. ">PxContactModifyCallback::onContactModify()</a> </td></tr>
<tr id="row_66_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPair.html" target="_self">PxContactPair</a></td><td class="desc">Contact report pair information </td></tr>
<tr id="row_67_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_67_" class="arrow" onclick="toggleFolder('67_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairExtraDataItem.html" target="_self">PxContactPairExtraDataItem</a></td><td class="desc">Base class for items in the extra data stream of contact pairs </td></tr>
<tr id="row_67_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairIndex.html" target="_self">PxContactPairIndex</a></td><td class="desc">Marker for the beginning of a new item set in the extra data stream </td></tr>
<tr id="row_67_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairPose.html" target="_self">PxContactPairPose</a></td><td class="desc">World space actor poses of the contact pair rigid bodies </td></tr>
<tr id="row_67_2_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairVelocity.html" target="_self">PxContactPairVelocity</a></td><td class="desc">Velocities of the contact pair rigid bodies </td></tr>
<tr id="row_68_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairExtraDataIterator.html" target="_self">PxContactPairExtraDataIterator</a></td><td class="desc">A class to iterate over a contact pair extra data stream </td></tr>
<tr id="row_69_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairExtraDataType.html" target="_self">PxContactPairExtraDataType</a></td><td class="desc">Extra data item types for contact pairs </td></tr>
<tr id="row_70_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairFlag.html" target="_self">PxContactPairFlag</a></td><td class="desc">Collection of flags providing information on contact report pairs </td></tr>
<tr id="row_71_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairHeader.html" target="_self">PxContactPairHeader</a></td><td class="desc">An Instance of this class is passed to <a class="el" href="classPxSimulationEventCallback.html#a4dc1da28643ccf9f77c8432b5eb2fd32" title="This is called when certain contact events occur. ">PxSimulationEventCallback.onContact()</a> </td></tr>
<tr id="row_72_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairHeaderFlag.html" target="_self">PxContactPairHeaderFlag</a></td><td class="desc">Collection of flags providing information on contact report pairs </td></tr>
<tr id="row_73_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPairPoint.html" target="_self">PxContactPairPoint</a></td><td class="desc">A contact point as used by contact notification </td></tr>
<tr id="row_74_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactPatch.html" target="_self">PxContactPatch</a></td><td class="desc">Header for contact patch where all points share same material and normal </td></tr>
<tr id="row_75_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxContactRecorder.html" target="_self">PxContactRecorder</a></td><td class="desc">Callback class to record contact points produced by immediate::PxGenerateContacts </td></tr>
<tr id="row_76_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxContactSet.html" target="_self">PxContactSet</a></td><td class="desc">An array of contact points, as passed to contact modification </td></tr>
<tr id="row_77_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxContactStreamIterator.html" target="_self">PxContactStreamIterator</a></td><td class="desc">A class to iterate over a compressed contact stream. This supports read-only access to the various contact formats </td></tr>
<tr id="row_78_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_78_" class="arrow" onclick="toggleFolder('78_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxController.html" target="_self">PxController</a></td><td class="desc">Base class for character controllers </td></tr>
<tr id="row_78_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBoxController.html" target="_self">PxBoxController</a></td><td class="desc">Box character controller </td></tr>
<tr id="row_78_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCapsuleController.html" target="_self">PxCapsuleController</a></td><td class="desc">A capsule character controller </td></tr>
<tr id="row_79_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxControllerBehaviorCallback.html" target="_self">PxControllerBehaviorCallback</a></td><td class="desc">User behavior callback </td></tr>
<tr id="row_80_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerBehaviorFlag.html" target="_self">PxControllerBehaviorFlag</a></td><td class="desc">Controller behavior </td></tr>
<tr id="row_81_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerCollisionFlag.html" target="_self">PxControllerCollisionFlag</a></td><td class="desc">Which sides a character is colliding with </td></tr>
<tr id="row_82_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerDebugRenderFlag.html" target="_self">PxControllerDebugRenderFlag</a></td><td class="desc">Debug-rendering flags </td></tr>
<tr id="row_83_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_83_" class="arrow" onclick="toggleFolder('83_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxControllerDesc.html" target="_self">PxControllerDesc</a></td><td class="desc">Descriptor class for a character controller </td></tr>
<tr id="row_83_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBoxControllerDesc.html" target="_self">PxBoxControllerDesc</a></td><td class="desc">Descriptor for a box character controller </td></tr>
<tr id="row_83_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCapsuleControllerDesc.html" target="_self">PxCapsuleControllerDesc</a></td><td class="desc">A descriptor for a capsule character controller </td></tr>
<tr id="row_84_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxControllerFilterCallback.html" target="_self">PxControllerFilterCallback</a></td><td class="desc">Dedicated filtering callback for CCT vs CCT </td></tr>
<tr id="row_85_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxControllerFilters.html" target="_self">PxControllerFilters</a></td><td class="desc">Filtering data for "move" call </td></tr>
<tr id="row_86_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_86_" class="arrow" onclick="toggleFolder('86_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerHit.html" target="_self">PxControllerHit</a></td><td class="desc">Describes a generic CCT hit </td></tr>
<tr id="row_86_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerObstacleHit.html" target="_self">PxControllerObstacleHit</a></td><td class="desc">Describes a hit between a CCT and a user-defined obstacle. Passed to onObstacleHit() </td></tr>
<tr id="row_86_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerShapeHit.html" target="_self">PxControllerShapeHit</a></td><td class="desc">Describes a hit between a CCT and a shape. Passed to onShapeHit() </td></tr>
<tr id="row_86_2_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllersHit.html" target="_self">PxControllersHit</a></td><td class="desc">Describes a hit between a CCT and another CCT. Passed to onControllerHit() </td></tr>
<tr id="row_87_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxControllerManager.html" target="_self">PxControllerManager</a></td><td class="desc">Manages an array of character controllers </td></tr>
<tr id="row_88_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerNonWalkableMode.html" target="_self">PxControllerNonWalkableMode</a></td><td class="desc">How a CCT interacts with non-walkable parts </td></tr>
<tr id="row_89_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerShapeType.html" target="_self">PxControllerShapeType</a></td><td class="desc">The type of controller, eg box, sphere or capsule </td></tr>
<tr id="row_90_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerState.html" target="_self">PxControllerState</a></td><td class="desc">Describes a controller's internal state </td></tr>
<tr id="row_91_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxControllerStats.html" target="_self">PxControllerStats</a></td><td class="desc">Describes a controller's internal statistics </td></tr>
<tr id="row_92_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConverterReportMode.html" target="_self">PxConverterReportMode</a></td><td class="desc"></td></tr>
<tr id="row_93_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConvexFlag.html" target="_self">PxConvexFlag</a></td><td class="desc">Flags which describe the format and behavior of a convex mesh </td></tr>
<tr id="row_94_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConvexMeshCookingResult.html" target="_self">PxConvexMeshCookingResult</a></td><td class="desc">Result from convex cooking </td></tr>
<tr id="row_95_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConvexMeshCookingType.html" target="_self">PxConvexMeshCookingType</a></td><td class="desc">Enumeration for convex mesh cooking algorithms </td></tr>
<tr id="row_96_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConvexMeshDesc.html" target="_self">PxConvexMeshDesc</a></td><td class="desc">Descriptor class for <a class="el" href="classPxConvexMesh.html" title="A convex mesh. ">PxConvexMesh</a> </td></tr>
<tr id="row_97_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxConvexMeshGeometryFlag.html" target="_self">PxConvexMeshGeometryFlag</a></td><td class="desc">Flags controlling the simulated behavior of the convex mesh geometry </td></tr>
<tr id="row_98_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCooking.html" target="_self">PxCooking</a></td><td class="desc"></td></tr>
<tr id="row_99_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxCookingParams.html" target="_self">PxCookingParams</a></td><td class="desc">Structure describing parameters affecting mesh cooking </td></tr>
<tr id="row_100_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxCpuDispatcher.html" target="_self">physx::PxCpuDispatcher</a></td><td class="desc">A CpuDispatcher is responsible for scheduling the execution of tasks passed to it by the SDK </td></tr>
<tr id="row_101_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_101_" class="arrow" onclick="toggleFolder('101_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><b>PxCpuDispatcher</b></td><td class="desc"></td></tr>
<tr id="row_101_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultCpuDispatcher.html" target="_self">PxDefaultCpuDispatcher</a></td><td class="desc">A default implementation for a CPU task dispatcher </td></tr>
<tr id="row_102_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxD6Axis.html" target="_self">PxD6Axis</a></td><td class="desc">Used to specify one of the degrees of freedom of a D6 joint </td></tr>
<tr id="row_103_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxD6Drive.html" target="_self">PxD6Drive</a></td><td class="desc">Used to specify which axes of a D6 joint are driven </td></tr>
<tr id="row_104_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxD6JointDriveFlag.html" target="_self">PxD6JointDriveFlag</a></td><td class="desc">Flags for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> </td></tr>
<tr id="row_105_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxD6Motion.html" target="_self">PxD6Motion</a></td><td class="desc">Used to specify the range of motions allowed for a degree of freedom in a D6 joint </td></tr>
<tr id="row_106_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDataAccessFlag.html" target="_self">PxDataAccessFlag</a></td><td class="desc"></td></tr>
<tr id="row_107_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDebugColor.html" target="_self">PxDebugColor</a></td><td class="desc">Default color values used for debug rendering </td></tr>
<tr id="row_108_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDebugLine.html" target="_self">PxDebugLine</a></td><td class="desc">Used to store a single line and colour for debug rendering </td></tr>
<tr id="row_109_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDebugPoint.html" target="_self">PxDebugPoint</a></td><td class="desc">Used to store a single point and colour for debug rendering </td></tr>
<tr id="row_110_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDebugText.html" target="_self">PxDebugText</a></td><td class="desc">Used to store a text for debug rendering. Doesn't own 'string' array </td></tr>
<tr id="row_111_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDebugTriangle.html" target="_self">PxDebugTriangle</a></td><td class="desc">Used to store a single triangle and colour for debug rendering </td></tr>
<tr id="row_112_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDelayLoadHook.html" target="_self">PxDelayLoadHook</a></td><td class="desc"><a class="el" href="classPxDelayLoadHook.html" title="PxDelayLoadHook. ">PxDelayLoadHook</a> </td></tr>
<tr id="row_113_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDeletionEventFlag.html" target="_self">PxDeletionEventFlag</a></td><td class="desc">Flags specifying deletion event types </td></tr>
<tr id="row_114_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDeletionListener.html" target="_self">PxDeletionListener</a></td><td class="desc">Interface to get notification on object deletion </td></tr>
<tr id="row_115_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDeserializationContext.html" target="_self">PxDeserializationContext</a></td><td class="desc">Binary deserialization context class </td></tr>
<tr id="row_116_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDistanceJointFlag.html" target="_self">PxDistanceJointFlag</a></td><td class="desc">Flags for configuring the drive of a <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a> </td></tr>
<tr id="row_117_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxDominanceGroupPair.html" target="_self">PxDominanceGroupPair</a></td><td class="desc">Expresses the dominance relationship of a contact. For the time being only three settings are permitted: </td></tr>
<tr id="row_118_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_118_" class="arrow" onclick="toggleFolder('118_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxErrorCallback.html" target="_self">PxErrorCallback</a></td><td class="desc">User defined interface class. Used by the library to emit debug information </td></tr>
<tr id="row_118_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultErrorCallback.html" target="_self">PxDefaultErrorCallback</a></td><td class="desc">Default implementation of the error callback </td></tr>
<tr id="row_119_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxErrorCode.html" target="_self">PxErrorCode</a></td><td class="desc">Error codes </td></tr>
<tr id="row_120_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxExtendedVec3.html" target="_self">PxExtendedVec3</a></td><td class="desc"></td></tr>
<tr id="row_121_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFeatherstoneArticulationData.html" target="_self">PxFeatherstoneArticulationData</a></td><td class="desc"></td></tr>
<tr id="row_122_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFileBuf.html" target="_self">PxFileBuf</a></td><td class="desc">Callback class for data serialization </td></tr>
<tr id="row_123_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFilterData.html" target="_self">PxFilterData</a></td><td class="desc"><a class="el" href="structPxFilterData.html" title="PxFilterData is user-definable data which gets passed into the collision filtering shader and/or call...">PxFilterData</a> is user-definable data which gets passed into the collision filtering shader and/or callback </td></tr>
<tr id="row_124_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFilterFlag.html" target="_self">PxFilterFlag</a></td><td class="desc">Collection of flags describing the filter actions to take for a collision pair </td></tr>
<tr id="row_125_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFilterObjectFlag.html" target="_self">PxFilterObjectFlag</a></td><td class="desc"></td></tr>
<tr id="row_126_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFilterObjectType.html" target="_self">PxFilterObjectType</a></td><td class="desc">Identifies each type of filter object </td></tr>
<tr id="row_127_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFilterOp.html" target="_self">PxFilterOp</a></td><td class="desc">Collision filtering operations </td></tr>
<tr id="row_128_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFixedSizeLookupTable.html" target="_self">PxFixedSizeLookupTable&lt; NB_ELEMENTS &gt;</a></td><td class="desc"></td></tr>
<tr id="row_129_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFixedSizeLookupTable.html" target="_self">PxFixedSizeLookupTable&lt; eMAX_NB_ENGINE_TORQUE_CURVE_ENTRIES &gt;</a></td><td class="desc"></td></tr>
<tr id="row_130_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; enumtype, storagetype &gt;</a></td><td class="desc">Container for bitfield flag variables associated with a specific enum type </td></tr>
<tr id="row_131_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxArticulationFlag::Enum, PxU8 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_132_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxBaseFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_133_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxContactPairFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
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<tr id="row_135_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxConvexFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_136_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxConvexMeshGeometryFlag::Enum, PxU8 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_137_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxD6JointDriveFlag::Enum, PxU32 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_138_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxHeightFieldFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_139_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxMeshFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_140_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxMeshGeometryFlag::Enum, PxU8 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_141_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxMeshPreprocessingFlag::Enum, PxU32 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_142_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxPairFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_143_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxQueryFlag::Enum, PxU16 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_144_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxSceneFlag::Enum, PxU32 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_145_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFlags.html" target="_self">PxFlags&lt; PxTriggerPairFlag::Enum, PxU8 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_146_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxForceMode.html" target="_self">PxForceMode</a></td><td class="desc">Parameter to addForce() and addTorque() calls, determines the exact operation that is carried out </td></tr>
<tr id="row_147_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxFoundation.html" target="_self">PxFoundation</a></td><td class="desc">Foundation SDK singleton class </td></tr>
<tr id="row_148_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFrictionType.html" target="_self">PxFrictionType</a></td><td class="desc">Enum for selecting the friction algorithm used for simulation </td></tr>
<tr id="row_149_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxgDynamicsMemoryConfig.html" target="_self">PxgDynamicsMemoryConfig</a></td><td class="desc">Sizes of pre-allocated buffers use for GPU dynamics </td></tr>
<tr id="row_150_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_150_" class="arrow" onclick="toggleFolder('150_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxGeometry.html" target="_self">PxGeometry</a></td><td class="desc">A geometry object </td></tr>
<tr id="row_150_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBoxGeometry.html" target="_self">PxBoxGeometry</a></td><td class="desc">Class representing the geometry of a box </td></tr>
<tr id="row_150_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCapsuleGeometry.html" target="_self">PxCapsuleGeometry</a></td><td class="desc">Class representing the geometry of a capsule </td></tr>
<tr id="row_150_2_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxConvexMeshGeometry.html" target="_self">PxConvexMeshGeometry</a></td><td class="desc">Convex mesh geometry class </td></tr>
<tr id="row_150_3_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxHeightFieldGeometry.html" target="_self">PxHeightFieldGeometry</a></td><td class="desc">Height field geometry class </td></tr>
<tr id="row_150_4_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPlaneGeometry.html" target="_self">PxPlaneGeometry</a></td><td class="desc">Class describing a plane geometry </td></tr>
<tr id="row_150_5_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSphereGeometry.html" target="_self">PxSphereGeometry</a></td><td class="desc">A class representing the geometry of a sphere </td></tr>
<tr id="row_150_6_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxTriangleMeshGeometry.html" target="_self">PxTriangleMeshGeometry</a></td><td class="desc">Triangle mesh geometry class </td></tr>
<tr id="row_151_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxGeometryHolder.html" target="_self">PxGeometryHolder</a></td><td class="desc">Geometry holder class </td></tr>
<tr id="row_152_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxGeometryQuery.html" target="_self">PxGeometryQuery</a></td><td class="desc">Collection of geometry object queries (sweeps, raycasts, overlaps, ...) </td></tr>
<tr id="row_153_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxGeometryType.html" target="_self">PxGeometryType</a></td><td class="desc">A geometry type </td></tr>
<tr id="row_154_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxGroupsMask.html" target="_self">PxGroupsMask</a></td><td class="desc">64-bit mask used for collision filtering </td></tr>
<tr id="row_155_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxHeightFieldDesc.html" target="_self">PxHeightFieldDesc</a></td><td class="desc">Descriptor class for <a class="el" href="classPxHeightField.html" title="A height field class. ">PxHeightField</a> </td></tr>
<tr id="row_156_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHeightFieldFlag.html" target="_self">PxHeightFieldFlag</a></td><td class="desc">Enum with flag values to be used in <a class="el" href="classPxHeightFieldDesc.html#aec8940d776191d6ca950025836481360" title="Flags bits, combined from values of the enum PxHeightFieldFlag. ">PxHeightFieldDesc.flags</a> </td></tr>
<tr id="row_157_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHeightFieldFormat.html" target="_self">PxHeightFieldFormat</a></td><td class="desc">Describes the format of height field samples </td></tr>
<tr id="row_158_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHeightFieldMaterial.html" target="_self">PxHeightFieldMaterial</a></td><td class="desc">Special material index values for height field samples </td></tr>
<tr id="row_159_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHeightFieldSample.html" target="_self">PxHeightFieldSample</a></td><td class="desc">Heightfield sample format </td></tr>
<tr id="row_160_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHeightFieldTessFlag.html" target="_self">PxHeightFieldTessFlag</a></td><td class="desc">Determines the tessellation of height field cells </td></tr>
<tr id="row_161_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_161_" class="arrow" onclick="toggleFolder('161_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitCallback.html" target="_self">PxHitCallback&lt; HitType &gt;</a></td><td class="desc">This callback class facilitates reporting scene query hits (intersections) to the user </td></tr>
<tr id="row_161_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitBuffer.html" target="_self">PxHitBuffer&lt; HitType &gt;</a></td><td class="desc">Returns scene query hits (intersections) to the user in a preallocated buffer </td></tr>
<tr id="row_162_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_162_" class="arrow" onclick="toggleFolder('162_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitCallback.html" target="_self">PxHitCallback&lt; PxOverlapHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_162_0_" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_162_0_" class="arrow" onclick="toggleFolder('162_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitBuffer.html" target="_self">PxHitBuffer&lt; PxOverlapHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_162_0_0_" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxOverlapBufferN.html" target="_self">PxOverlapBufferN&lt; N &gt;</a></td><td class="desc">Returns touching overlap hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr id="row_163_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_163_" class="arrow" onclick="toggleFolder('163_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitCallback.html" target="_self">PxHitCallback&lt; PxRaycastHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_163_0_" class="even" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_163_0_" class="arrow" onclick="toggleFolder('163_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitBuffer.html" target="_self">PxHitBuffer&lt; PxRaycastHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_163_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRaycastBufferN.html" target="_self">PxRaycastBufferN&lt; N &gt;</a></td><td class="desc">Returns touching raycast hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr id="row_164_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_164_" class="arrow" onclick="toggleFolder('164_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitCallback.html" target="_self">PxHitCallback&lt; PxSweepHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_164_0_" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_164_0_" class="arrow" onclick="toggleFolder('164_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitBuffer.html" target="_self">PxHitBuffer&lt; PxSweepHit &gt;</a></td><td class="desc"></td></tr>
<tr id="row_164_0_0_" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSweepBufferN.html" target="_self">PxSweepBufferN&lt; N &gt;</a></td><td class="desc">Returns touching sweep hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr id="row_165_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHitFlag.html" target="_self">PxHitFlag</a></td><td class="desc">Scene query and geometry query behavior flags </td></tr>
<tr id="row_166_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxHullPolygon.html" target="_self">PxHullPolygon</a></td><td class="desc">Polygon data </td></tr>
<tr id="row_167_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxImmediateConstraint.html" target="_self">PxImmediateConstraint</a></td><td class="desc"></td></tr>
<tr id="row_168_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_168_" class="arrow" onclick="toggleFolder('168_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxInputStream.html" target="_self">PxInputStream</a></td><td class="desc">Input stream class for I/O </td></tr>
<tr id="row_168_0_" style="display:none;"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_168_0_" class="arrow" onclick="toggleFolder('168_0_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxInputData.html" target="_self">PxInputData</a></td><td class="desc">Input data class for I/O which provides random read access </td></tr>
<tr id="row_168_0_0_" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultFileInputData.html" target="_self">PxDefaultFileInputData</a></td><td class="desc">Default implementation of a file read stream </td></tr>
<tr id="row_168_0_1_" style="display:none;"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultMemoryInputData.html" target="_self">PxDefaultMemoryInputData</a></td><td class="desc">Default implementation of a memory read stream </td></tr>
<tr id="row_169_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxJacobianRow.html" target="_self">PxJacobianRow</a></td><td class="desc">Joint that maintains an upper or lower bound (or both) on the distance between two points on different objects </td></tr>
<tr id="row_170_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxJointActorIndex.html" target="_self">PxJointActorIndex</a></td><td class="desc">Enumeration for specifying one or other of the actors referenced by a joint </td></tr>
<tr id="row_171_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxJointConcreteType.html" target="_self">PxJointConcreteType</a></td><td class="desc">Enumeration of PhysX' built-in joint types </td></tr>
<tr id="row_172_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_172_" class="arrow" onclick="toggleFolder('172_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointLimitParameters.html" target="_self">PxJointLimitParameters</a></td><td class="desc">Describes the parameters for a joint limit </td></tr>
<tr id="row_172_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointAngularLimitPair.html" target="_self">PxJointAngularLimitPair</a></td><td class="desc"></td></tr>
<tr id="row_172_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointLimitCone.html" target="_self">PxJointLimitCone</a></td><td class="desc">Describes an elliptical conical joint limit. Note that very small or highly elliptical limit cones may result in jitter </td></tr>
<tr id="row_172_2_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointLimitPyramid.html" target="_self">PxJointLimitPyramid</a></td><td class="desc">Describes a pyramidal joint limit </td></tr>
<tr id="row_172_3_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointLinearLimit.html" target="_self">PxJointLinearLimit</a></td><td class="desc">Describes a one-sided linear limit </td></tr>
<tr id="row_172_4_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxJointLinearLimitPair.html" target="_self">PxJointLinearLimitPair</a></td><td class="desc">Describes a two-sided limit </td></tr>
<tr id="row_173_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxLinkData.html" target="_self">PxLinkData</a></td><td class="desc"></td></tr>
<tr id="row_174_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxLockedData.html" target="_self">PxLockedData</a></td><td class="desc">Parent class for bulk data that is shared between the SDK and the application </td></tr>
<tr id="row_175_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMassModificationProps.html" target="_self">PxMassModificationProps</a></td><td class="desc"></td></tr>
<tr id="row_176_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMassProperties.html" target="_self">PxMassProperties</a></td><td class="desc">Utility class to compute and manipulate mass and inertia tensor properties </td></tr>
<tr id="row_177_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMat33.html" target="_self">PxMat33</a></td><td class="desc">3x3 matrix class </td></tr>
<tr id="row_178_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMat44.html" target="_self">PxMat44</a></td><td class="desc">4x4 matrix class </td></tr>
<tr id="row_179_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMaterialFlag.html" target="_self">PxMaterialFlag</a></td><td class="desc">Flags which control the behavior of a material </td></tr>
<tr id="row_180_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMeshCookingHint.html" target="_self">PxMeshCookingHint</a></td><td class="desc">Enumeration for mesh cooking hints </td></tr>
<tr id="row_181_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMeshFlag.html" target="_self">PxMeshFlag</a></td><td class="desc">Enum with flag values to be used in <a class="el" href="classPxSimpleTriangleMesh.html#a765848d06b09a3452f9923115d5ccdd0" title="Flags bits, combined from values of the enum PxMeshFlag. ">PxSimpleTriangleMesh::flags</a> </td></tr>
<tr id="row_182_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMeshGeometryFlag.html" target="_self">PxMeshGeometryFlag</a></td><td class="desc">Flags controlling the simulated behavior of the triangle mesh geometry </td></tr>
<tr id="row_183_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMeshMidPhase.html" target="_self">PxMeshMidPhase</a></td><td class="desc">Mesh midphase structure. This enum is used to select the desired acceleration structure for midphase queries (i.e. raycasts, overlaps, sweeps vs triangle meshes) </td></tr>
<tr id="row_184_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMeshOverlapUtil.html" target="_self">PxMeshOverlapUtil</a></td><td class="desc">Utility class to find mesh triangles touched by a specified geometry object </td></tr>
<tr id="row_185_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMeshPreprocessingFlag.html" target="_self">PxMeshPreprocessingFlag</a></td><td class="desc">Enum for the set of mesh pre-processing parameters </td></tr>
<tr id="row_186_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMeshQuery.html" target="_self">PxMeshQuery</a></td><td class="desc"></td></tr>
<tr id="row_187_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMeshScale.html" target="_self">PxMeshScale</a></td><td class="desc">A class expressing a nonuniform scaling transformation </td></tr>
<tr id="row_188_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMetaDataEntry.html" target="_self">PxMetaDataEntry</a></td><td class="desc">Struct to store meta data definitions </td></tr>
<tr id="row_189_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMetaDataFlag.html" target="_self">PxMetaDataFlag</a></td><td class="desc">Flags used to configure binary meta data entries, typically set through PX_DEF_BIN_METADATA defines </td></tr>
<tr id="row_190_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxMidphaseDesc.html" target="_self">PxMidphaseDesc</a></td><td class="desc">Structure describing parameters affecting midphase mesh structure </td></tr>
<tr id="row_191_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_191_" class="arrow" onclick="toggleFolder('191_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxMutableLinkData.html" target="_self">PxMutableLinkData</a></td><td class="desc"></td></tr>
<tr id="row_191_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxFeatherstoneArticulationLinkData.html" target="_self">PxFeatherstoneArticulationLinkData</a></td><td class="desc"></td></tr>
<tr id="row_192_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_192_" class="arrow" onclick="toggleFolder('192_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxObstacle.html" target="_self">PxObstacle</a></td><td class="desc">Base class for obstacles </td></tr>
<tr id="row_192_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxBoxObstacle.html" target="_self">PxBoxObstacle</a></td><td class="desc">A box obstacle </td></tr>
<tr id="row_192_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxCapsuleObstacle.html" target="_self">PxCapsuleObstacle</a></td><td class="desc">A capsule obstacle </td></tr>
<tr id="row_193_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxObstacleContext.html" target="_self">PxObstacleContext</a></td><td class="desc">Context class for obstacles </td></tr>
<tr id="row_194_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_194_" class="arrow" onclick="toggleFolder('194_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxOutputStream.html" target="_self">PxOutputStream</a></td><td class="desc">Output stream class for I/O </td></tr>
<tr id="row_194_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultFileOutputStream.html" target="_self">PxDefaultFileOutputStream</a></td><td class="desc">Default implementation of a file write stream </td></tr>
<tr id="row_194_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxDefaultMemoryOutputStream.html" target="_self">PxDefaultMemoryOutputStream</a></td><td class="desc">Default implementation of a memory write stream </td></tr>
<tr id="row_195_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPackValidation.html" target="_self">PxPackValidation</a></td><td class="desc"></td></tr>
<tr id="row_196_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPadding.html" target="_self">PxPadding&lt; TNumBytes &gt;</a></td><td class="desc"></td></tr>
<tr id="row_197_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPadding.html" target="_self">PxPadding&lt; 3 &gt;</a></td><td class="desc"></td></tr>
<tr id="row_198_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPairFilteringMode.html" target="_self">PxPairFilteringMode</a></td><td class="desc"></td></tr>
<tr id="row_199_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPairFlag.html" target="_self">PxPairFlag</a></td><td class="desc">Collection of flags describing the actions to take for a collision pair </td></tr>
<tr id="row_200_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPhysics.html" target="_self">PxPhysics</a></td><td class="desc">Abstract singleton factory class used for instancing objects in the Physics SDK </td></tr>
<tr id="row_201_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPhysicsInsertionCallback.html" target="_self">PxPhysicsInsertionCallback</a></td><td class="desc">Callback interface that permits <a class="el" href="classPxCooking.html">PxCooking</a> to insert a TriangleMesh, HeightfieldMesh or ConvexMesh directly into <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> without the need to store the cooking results into a stream </td></tr>
<tr id="row_202_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPlane.html" target="_self">PxPlane</a></td><td class="desc">Representation of a plane </td></tr>
<tr id="row_203_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPrismaticJointFlag.html" target="_self">PxPrismaticJointFlag</a></td><td class="desc">Flags specific to the prismatic joint </td></tr>
<tr id="row_204_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxProcessPxBaseCallback.html" target="_self">PxProcessPxBaseCallback</a></td><td class="desc">Callback class used to process <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. ">PxBase</a> objects </td></tr>
<tr id="row_205_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_205_" class="arrow" onclick="toggleFolder('205_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxProfilerCallback.html" target="_self">physx::PxProfilerCallback</a></td><td class="desc">The pure virtual callback interface for general purpose instrumentation and profiling of GameWorks modules as well as applications </td></tr>
<tr id="row_205_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPvd.html" target="_self">PxPvd</a></td><td class="desc"><a class="el" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface for PVD configura...">PxPvd</a> is the top-level class for the PVD framework, and the main customer interface for PVD configuration.It is a singleton class, instantiated and owned by the application </td></tr>
<tr id="row_206_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxProfileScoped.html" target="_self">physx::PxProfileScoped</a></td><td class="desc"></td></tr>
<tr id="row_207_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPruningStructureType.html" target="_self">PxPruningStructureType</a></td><td class="desc">Pruning structure used to accelerate scene queries </td></tr>
<tr id="row_208_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPvdInstrumentationFlag.html" target="_self">PxPvdInstrumentationFlag</a></td><td class="desc">Types of instrumentation that PVD can do </td></tr>
<tr id="row_209_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPvdSceneClient.html" target="_self">PxPvdSceneClient</a></td><td class="desc">Special client for <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. It provides access to the <a class="el" href="structPxPvdSceneFlag.html" title="PVD scene Flags. They are disabled by default, and only works if PxPvdInstrumentationFlag::eDEBUG is ...">PxPvdSceneFlag</a>. It also provides simple user debug services that associated scene position such as immediate rendering and camera updates </td></tr>
<tr id="row_210_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPvdSceneFlag.html" target="_self">PxPvdSceneFlag</a></td><td class="desc">PVD scene Flags. They are disabled by default, and only works if <a class="el" href="structPxPvdInstrumentationFlag.html#ae5be1bcb179a96c601194126230aeedeadaffb4216dd0bc2a5683245ea725afdf" title="Send debugging information to PVD. ">PxPvdInstrumentationFlag::eDEBUG</a> is set </td></tr>
<tr id="row_211_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxPvdTransport.html" target="_self">PxPvdTransport</a></td><td class="desc"><a class="el" href="classPxPvdTransport.html" title="PxPvdTransport is an interface representing the data transport mechanism. This class defines all serv...">PxPvdTransport</a> is an interface representing the data transport mechanism. This class defines all services associated with the transport: configuration, connection, reading, writing etc. It is owned by the application, and can be realized as a file or a socket (using one-line PxDefault&lt;...&gt; methods in PhysXExtensions) or in a custom implementation. This is a class that is intended for use by PVD, not by the application, the application entry points are <a class="el" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface for PVD configura...">PxPvd</a> and PvdClient </td></tr>
<tr id="row_212_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxPvdUpdateType.html" target="_self">PxPvdUpdateType</a></td><td class="desc"></td></tr>
<tr id="row_213_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxQuat.html" target="_self">PxQuat</a></td><td class="desc">This is a quaternion class. For more information on quaternion mathematics consult a mathematics source on complex numbers </td></tr>
<tr id="row_214_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxQueryCache.html" target="_self">PxQueryCache</a></td><td class="desc">Single hit cache for scene queries </td></tr>
<tr id="row_215_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxQueryFilterCallback.html" target="_self">PxQueryFilterCallback</a></td><td class="desc">Scene query filtering callbacks </td></tr>
<tr id="row_216_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxQueryFilterData.html" target="_self">PxQueryFilterData</a></td><td class="desc">Scene query filtering data </td></tr>
<tr id="row_217_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxQueryFlag.html" target="_self">PxQueryFlag</a></td><td class="desc">Filtering flags for scene queries </td></tr>
<tr id="row_218_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxQueryHitType.html" target="_self">PxQueryHitType</a></td><td class="desc">Classification of scene query hits (intersections) </td></tr>
<tr id="row_219_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRenderBuffer.html" target="_self">PxRenderBuffer</a></td><td class="desc">Interface for points, lines, triangles, and text buffer </td></tr>
<tr id="row_220_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRepXInstantiationArgs.html" target="_self">PxRepXInstantiationArgs</a></td><td class="desc">Arguments required to instantiate a serializable object from RepX </td></tr>
<tr id="row_221_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRepXObject.html" target="_self">PxRepXObject</a></td><td class="desc">Helper class containing the mapping of id to object, and type name </td></tr>
<tr id="row_222_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRepXSerializer.html" target="_self">PxRepXSerializer</a></td><td class="desc">Serializer interface for RepX (Xml) serialization </td></tr>
<tr id="row_223_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRevoluteJointFlag.html" target="_self">PxRevoluteJointFlag</a></td><td class="desc">Flags specific to the Revolute Joint </td></tr>
<tr id="row_224_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidActorExt.html" target="_self">PxRigidActorExt</a></td><td class="desc">Utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> and subclasses </td></tr>
<tr id="row_225_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRigidBodyData.html" target="_self">PxRigidBodyData</a></td><td class="desc">Structure to store rigid body properties </td></tr>
<tr id="row_226_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxRigidBodyExt.html" target="_self">PxRigidBodyExt</a></td><td class="desc">Utility functions for use with <a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. ">PxRigidBody</a> and subclasses </td></tr>
<tr id="row_227_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRigidBodyFlag.html" target="_self">PxRigidBodyFlag</a></td><td class="desc">Collection of flags describing the behavior of a rigid body </td></tr>
<tr id="row_228_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxRigidDynamicLockFlag.html" target="_self">PxRigidDynamicLockFlag</a></td><td class="desc">Collection of flags providing a mechanism to lock motion along/around a specific axis </td></tr>
<tr id="row_229_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxScene.html" target="_self">PxScene</a></td><td class="desc">A scene is a collection of bodies and constraints which can interact </td></tr>
<tr id="row_230_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSceneDesc.html" target="_self">PxSceneDesc</a></td><td class="desc">Descriptor class for scenes. See <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> </td></tr>
<tr id="row_231_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSceneFlag.html" target="_self">PxSceneFlag</a></td><td class="desc">Flags for configuring properties of the scene </td></tr>
<tr id="row_232_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSceneLimits.html" target="_self">PxSceneLimits</a></td><td class="desc">Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits) </td></tr>
<tr id="row_233_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSceneQueryExt.html" target="_self">PxSceneQueryExt</a></td><td class="desc">Utility functions for use with <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>, related to scene queries </td></tr>
<tr id="row_234_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSceneQueryUpdateMode.html" target="_self">PxSceneQueryUpdateMode</a></td><td class="desc">Scene query update mode </td></tr>
<tr id="row_235_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSceneReadLock.html" target="_self">PxSceneReadLock</a></td><td class="desc">RAII wrapper for the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> read lock </td></tr>
<tr id="row_236_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSceneWriteLock.html" target="_self">PxSceneWriteLock</a></td><td class="desc">RAII wrapper for the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> write lock </td></tr>
<tr id="row_237_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSerialization.html" target="_self">PxSerialization</a></td><td class="desc">Utility functions for serialization </td></tr>
<tr id="row_238_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSerializationContext.html" target="_self">PxSerializationContext</a></td><td class="desc">Binary serialization context class </td></tr>
<tr id="row_239_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSerializationRegistry.html" target="_self">PxSerializationRegistry</a></td><td class="desc">Class serving as a registry for XML (RepX) and binary serializable types </td></tr>
<tr id="row_240_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_240_" class="arrow" onclick="toggleFolder('240_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSerializer.html" target="_self">PxSerializer</a></td><td class="desc">Serialization interface class </td></tr>
<tr id="row_240_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSerializerDefaultAdapter.html" target="_self">PxSerializerDefaultAdapter&lt; T &gt;</a></td><td class="desc">Default <a class="el" href="classPxSerializer.html" title="Serialization interface class. ">PxSerializer</a> implementation </td></tr>
<tr id="row_241_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxShapeExt.html" target="_self">PxShapeExt</a></td><td class="desc">Utility functions for use with <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> </td></tr>
<tr id="row_242_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxShapeFlag.html" target="_self">PxShapeFlag</a></td><td class="desc">Flags which affect the behavior of PxShapes </td></tr>
<tr id="row_243_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_243_" class="arrow" onclick="toggleFolder('243_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSimpleTriangleMesh.html" target="_self">PxSimpleTriangleMesh</a></td><td class="desc">A structure describing a triangle mesh </td></tr>
<tr id="row_243_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxTriangleMeshDesc.html" target="_self">PxTriangleMeshDesc</a></td><td class="desc">Descriptor class for <a class="el" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;. ">PxTriangleMesh</a> </td></tr>
<tr id="row_244_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSimulationEventCallback.html" target="_self">PxSimulationEventCallback</a></td><td class="desc">An interface class that the user can implement in order to receive simulation events </td></tr>
<tr id="row_245_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSimulationFilterCallback.html" target="_self">PxSimulationFilterCallback</a></td><td class="desc">Filter callback to specify handling of collision pairs </td></tr>
<tr id="row_246_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSimulationStatistics.html" target="_self">PxSimulationStatistics</a></td><td class="desc">Class used to retrieve statistics for a simulation step </td></tr>
<tr id="row_247_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverBody.html" target="_self">PxSolverBody</a></td><td class="desc"></td></tr>
<tr id="row_248_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverBodyData.html" target="_self">PxSolverBodyData</a></td><td class="desc"></td></tr>
<tr id="row_249_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverConstraintDesc.html" target="_self">PxSolverConstraintDesc</a></td><td class="desc"></td></tr>
<tr id="row_250_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_250_" class="arrow" onclick="toggleFolder('250_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverConstraintPrepDescBase.html" target="_self">PxSolverConstraintPrepDescBase</a></td><td class="desc"></td></tr>
<tr id="row_250_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverConstraintPrepDesc.html" target="_self">PxSolverConstraintPrepDesc</a></td><td class="desc"></td></tr>
<tr id="row_250_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverContactDesc.html" target="_self">PxSolverContactDesc</a></td><td class="desc"></td></tr>
<tr id="row_251_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSolverType.html" target="_self">PxSolverType</a></td><td class="desc">Enum for selecting the type of solver used for the simulation </td></tr>
<tr id="row_252_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSpatialForce.html" target="_self">PxSpatialForce</a></td><td class="desc"></td></tr>
<tr id="row_253_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSpatialVelocity.html" target="_self">PxSpatialVelocity</a></td><td class="desc"></td></tr>
<tr id="row_254_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSphericalJointFlag.html" target="_self">PxSphericalJointFlag</a></td><td class="desc">Flags specific to the spherical joint </td></tr>
<tr id="row_255_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_255_" class="arrow" onclick="toggleFolder('255_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxSpring.html" target="_self">PxSpring</a></td><td class="desc"></td></tr>
<tr id="row_255_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxD6JointDrive.html" target="_self">PxD6JointDrive</a></td><td class="desc">Parameters for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> </td></tr>
<tr id="row_256_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_256_" class="arrow" onclick="toggleFolder('256_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxStridedData.html" target="_self">PxStridedData</a></td><td class="desc"></td></tr>
<tr id="row_256_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxBoundedData.html" target="_self">PxBoundedData</a></td><td class="desc"></td></tr>
<tr id="row_257_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxStrideIterator.html" target="_self">PxStrideIterator&lt; T &gt;</a></td><td class="desc">Iterator class for iterating over arrays of data that may be interleaved with other data </td></tr>
<tr id="row_258_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxStringTable.html" target="_self">PxStringTable</a></td><td class="desc">Table to manage strings. Strings allocated through this object are expected to be owned by this object </td></tr>
<tr id="row_259_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxStringTableExt.html" target="_self">PxStringTableExt</a></td><td class="desc">Factory class for creating <a class="el" href="classPxStringTable.html" title="a table to manage strings. Strings allocated through this object are expected to be owned by this obj...">PxStringTable</a> with a specific allocator </td></tr>
<tr id="row_260_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classphysx_1_1PxTaskManager.html" target="_self">physx::PxTaskManager</a></td><td class="desc">The <a class="el" href="classphysx_1_1PxTaskManager.html" title="The PxTaskManager interface. ">PxTaskManager</a> interface </td></tr>
<tr id="row_261_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structphysx_1_1PxTaskType.html" target="_self">physx::PxTaskType</a></td><td class="desc">Identifies the type of each heavyweight <a class="el" href="classphysx_1_1PxTask.html" title="A PxBaseTask implementation with deferred execution and full dependencies. ">PxTask</a> object </td></tr>
<tr id="row_262_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverBodyData.html" target="_self">PxTGSSolverBodyData</a></td><td class="desc"></td></tr>
<tr id="row_263_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverBodyTxInertia.html" target="_self">PxTGSSolverBodyTxInertia</a></td><td class="desc"></td></tr>
<tr id="row_264_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverBodyVel.html" target="_self">PxTGSSolverBodyVel</a></td><td class="desc"></td></tr>
<tr id="row_265_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_265_" class="arrow" onclick="toggleFolder('265_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverConstraintPrepDescBase.html" target="_self">PxTGSSolverConstraintPrepDescBase</a></td><td class="desc"></td></tr>
<tr id="row_265_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverConstraintPrepDesc.html" target="_self">PxTGSSolverConstraintPrepDesc</a></td><td class="desc"></td></tr>
<tr id="row_265_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTGSSolverContactDesc.html" target="_self">PxTGSSolverContactDesc</a></td><td class="desc"></td></tr>
<tr id="row_266_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxTolerancesScale.html" target="_self">PxTolerancesScale</a></td><td class="desc">Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here </td></tr>
<tr id="row_267_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxTransform.html" target="_self">PxTransform</a></td><td class="desc">Class representing a rigid euclidean transform as a quaternion and a vector </td></tr>
<tr id="row_268_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxTriangle.html" target="_self">PxTriangle</a></td><td class="desc">Triangle class </td></tr>
<tr id="row_269_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTriangleMeshCookingResult.html" target="_self">PxTriangleMeshCookingResult</a></td><td class="desc">Result from triangle mesh cooking </td></tr>
<tr id="row_270_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTriangleMeshFlag.html" target="_self">PxTriangleMeshFlag</a></td><td class="desc">Flags for the mesh geometry properties </td></tr>
<tr id="row_271_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTriggerPair.html" target="_self">PxTriggerPair</a></td><td class="desc">Descriptor for a trigger pair </td></tr>
<tr id="row_272_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTriggerPairFlag.html" target="_self">PxTriggerPairFlag</a></td><td class="desc">Collection of flags providing information on trigger report pairs </td></tr>
<tr id="row_273_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTypedStridedData.html" target="_self">PxTypedStridedData&lt; TDataType &gt;</a></td><td class="desc"></td></tr>
<tr id="row_274_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTypedStridedData.html" target="_self">PxTypedStridedData&lt; PxMaterialTableIndex &gt;</a></td><td class="desc"></td></tr>
<tr id="row_275_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxTypeInfo.html" target="_self">PxTypeInfo&lt; T &gt;</a></td><td class="desc">Structure containing per-type information for types inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. ">PxBase</a> </td></tr>
<tr id="row_276_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxUserControllerHitReport.html" target="_self">PxUserControllerHitReport</a></td><td class="desc">User callback class for character controller events </td></tr>
<tr id="row_277_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVec2.html" target="_self">PxVec2</a></td><td class="desc">2 Element vector class </td></tr>
<tr id="row_278_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVec3.html" target="_self">PxVec3</a></td><td class="desc">3 Element vector class </td></tr>
<tr id="row_279_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVec4.html" target="_self">PxVec4</a></td><td class="desc">4 Element vector class </td></tr>
<tr id="row_280_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleAckermannGeometryData.html" target="_self">PxVehicleAckermannGeometryData</a></td><td class="desc"></td></tr>
<tr id="row_281_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleAntiRollBarData.html" target="_self">PxVehicleAntiRollBarData</a></td><td class="desc"></td></tr>
<tr id="row_282_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleAutoBoxData.html" target="_self">PxVehicleAutoBoxData</a></td><td class="desc"></td></tr>
<tr id="row_283_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleChassisData.html" target="_self">PxVehicleChassisData</a></td><td class="desc"></td></tr>
<tr id="row_284_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleClutchAccuracyMode.html" target="_self">PxVehicleClutchAccuracyMode</a></td><td class="desc">Choose between a potentially more expensive but more accurate solution to the clutch model or a potentially cheaper but less accurate solution </td></tr>
<tr id="row_285_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleClutchData.html" target="_self">PxVehicleClutchData</a></td><td class="desc"></td></tr>
<tr id="row_286_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleConcreteType.html" target="_self">PxVehicleConcreteType</a></td><td class="desc">An enumeration of concrete vehicle classes inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. ">PxBase</a> </td></tr>
<tr id="row_287_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleConcurrentUpdateData.html" target="_self">PxVehicleConcurrentUpdateData</a></td><td class="desc">Structure containing data that is computed for a vehicle and its wheels during concurrent calls to PxVehicleUpdates or PxVehicleUpdateSingleVehicleAndStoreTelemetryData but which cannot be safely concurrently applied </td></tr>
<tr id="row_288_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleCopyDynamicsMap.html" target="_self">PxVehicleCopyDynamicsMap</a></td><td class="desc">Used by PxVehicleCopyDynamicsData </td></tr>
<tr id="row_289_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDifferential4WData.html" target="_self">PxVehicleDifferential4WData</a></td><td class="desc"></td></tr>
<tr id="row_290_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDifferentialNWData.html" target="_self">PxVehicleDifferentialNWData</a></td><td class="desc"></td></tr>
<tr id="row_291_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDrivableSurfaceToTireFrictionPairs.html" target="_self">PxVehicleDrivableSurfaceToTireFrictionPairs</a></td><td class="desc">Friction for each combination of driving surface type and tire type </td></tr>
<tr id="row_292_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDrivableSurfaceType.html" target="_self">PxVehicleDrivableSurfaceType</a></td><td class="desc">Driving surface type. Each <a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties. ">PxMaterial</a> is associated with a corresponding <a class="el" href="structPxVehicleDrivableSurfaceType.html" title="Driving surface type. Each PxMaterial is associated with a corresponding PxVehicleDrivableSurfaceType...">PxVehicleDrivableSurfaceType</a> </td></tr>
<tr id="row_293_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDrive4WControl.html" target="_self">PxVehicleDrive4WControl</a></td><td class="desc">The control inputs for a <a class="el" href="classPxVehicleDrive4W.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with up to 4 driven w...">PxVehicleDrive4W</a> </td></tr>
<tr id="row_294_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_294_" class="arrow" onclick="toggleFolder('294_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDrive4WRawInputData.html" target="_self">PxVehicleDrive4WRawInputData</a></td><td class="desc">Used to produce smooth vehicle driving control values from analog and digital inputs </td></tr>
<tr id="row_294_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveNWRawInputData.html" target="_self">PxVehicleDriveNWRawInputData</a></td><td class="desc">Used to produce smooth vehicle driving control values from analog and digital inputs </td></tr>
<tr id="row_295_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDrive4WWheelOrder.html" target="_self">PxVehicleDrive4WWheelOrder</a></td><td class="desc">The ordering of the driven and steered wheels of a <a class="el" href="classPxVehicleDrive4W.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with up to 4 driven w...">PxVehicleDrive4W</a> </td></tr>
<tr id="row_296_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveDynData.html" target="_self">PxVehicleDriveDynData</a></td><td class="desc">Data structure with instanced dynamics data for vehicle with engine, clutch, gears, autobox </td></tr>
<tr id="row_297_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDriveNWControl.html" target="_self">PxVehicleDriveNWControl</a></td><td class="desc">The control inputs for a <a class="el" href="classPxVehicleDriveNW.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with up to PX_MAX_NB_...">PxVehicleDriveNW</a> </td></tr>
<tr id="row_298_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_298_" class="arrow" onclick="toggleFolder('298_')">&#9654;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveSimData.html" target="_self">PxVehicleDriveSimData</a></td><td class="desc">Data structure describing non-wheel configuration data of a vehicle that has engine, gears, clutch, and auto-box </td></tr>
<tr id="row_298_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveSimData4W.html" target="_self">PxVehicleDriveSimData4W</a></td><td class="desc">Data structure describing the drive model components of a vehicle with up to 4 driven wheels and up to 16 un-driven wheels. The drive model incorporates engine, clutch, gears, autobox, differential, and Ackermann steer correction </td></tr>
<tr id="row_298_1_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveSimDataNW.html" target="_self">PxVehicleDriveSimDataNW</a></td><td class="desc">Data structure describing configuration data of a vehicle with up to PX_MAX_NB_WHEELS driven equally through the differential. The vehicle has an engine, clutch, gears, autobox, differential </td></tr>
<tr id="row_299_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDriveTankControl.html" target="_self">PxVehicleDriveTankControl</a></td><td class="desc">The control inputs for a <a class="el" href="classPxVehicleDriveTank.html" title="Data structure with instanced dynamics data and configuration data of a tank. ">PxVehicleDriveTank</a> </td></tr>
<tr id="row_300_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDriveTankControlModel.html" target="_self">PxVehicleDriveTankControlModel</a></td><td class="desc">Two driving models are supported </td></tr>
<tr id="row_301_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleDriveTankRawInputData.html" target="_self">PxVehicleDriveTankRawInputData</a></td><td class="desc">Used to produce smooth analog tank control values from analog and digital inputs </td></tr>
<tr id="row_302_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleDriveTankWheelOrder.html" target="_self">PxVehicleDriveTankWheelOrder</a></td><td class="desc">The ordering of the wheels of a <a class="el" href="classPxVehicleDriveTank.html" title="Data structure with instanced dynamics data and configuration data of a tank. ">PxVehicleDriveTank</a> </td></tr>
<tr id="row_303_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleEngineData.html" target="_self">PxVehicleEngineData</a></td><td class="desc"></td></tr>
<tr id="row_304_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleGearsData.html" target="_self">PxVehicleGearsData</a></td><td class="desc"></td></tr>
<tr id="row_305_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleKeySmoothingData.html" target="_self">PxVehicleKeySmoothingData</a></td><td class="desc">Used to produce smooth vehicle driving control values from key inputs </td></tr>
<tr id="row_306_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehiclePadSmoothingData.html" target="_self">PxVehiclePadSmoothingData</a></td><td class="desc">Used to produce smooth analog vehicle control values from analog inputs </td></tr>
<tr id="row_307_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleSuspensionData.html" target="_self">PxVehicleSuspensionData</a></td><td class="desc"></td></tr>
<tr id="row_308_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleTireData.html" target="_self">PxVehicleTireData</a></td><td class="desc"></td></tr>
<tr id="row_309_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleTireLoadFilterData.html" target="_self">PxVehicleTireLoadFilterData</a></td><td class="desc">Tire load variation can be strongly dependent on the time-step so it is a good idea to filter it to give less jerky handling behavior </td></tr>
<tr id="row_310_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleTypes.html" target="_self">PxVehicleTypes</a></td><td class="desc"></td></tr>
<tr id="row_311_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleUpdateMode.html" target="_self">PxVehicleUpdateMode</a></td><td class="desc"></td></tr>
<tr id="row_312_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleWheelConcurrentUpdateData.html" target="_self">PxVehicleWheelConcurrentUpdateData</a></td><td class="desc">Structure containing data that is computed for a wheel during concurrent calls to PxVehicleUpdates or PxVehicleUpdateSingleVehicleAndStoreTelemetryData but which cannot be safely concurrently applied </td></tr>
<tr id="row_313_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleWheelData.html" target="_self">PxVehicleWheelData</a></td><td class="desc"></td></tr>
<tr id="row_314_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleWheelQueryResult.html" target="_self">PxVehicleWheelQueryResult</a></td><td class="desc"></td></tr>
<tr id="row_315_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleWheelsDynData.html" target="_self">PxVehicleWheelsDynData</a></td><td class="desc">Data structure with instanced dynamics data for wheels </td></tr>
<tr id="row_316_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPxVehicleWheelsSimData.html" target="_self">PxVehicleWheelsSimData</a></td><td class="desc">Data structure describing configuration data of a vehicle with up to 20 wheels </td></tr>
<tr id="row_317_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVehicleWheelsSimFlag.html" target="_self">PxVehicleWheelsSimFlag</a></td><td class="desc">Flags to configure the vehicle wheel simulation </td></tr>
<tr id="row_318_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxVisualizationParameter.html" target="_self">PxVisualizationParameter</a></td><td class="desc">Debug visualization parameters </td></tr>
<tr id="row_319_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxWheelQueryResult.html" target="_self">PxWheelQueryResult</a></td><td class="desc">Structure containing data describing the non-persistent state of each suspension/wheel/tire unit. This structure is filled out in PxVehicleUpdates and PxVehicleUpdateSingleVehicleAndStoreTelemetryData </td></tr>
<tr id="row_320_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structPxSerialization_1_1PxXmlMiscParameter.html" target="_self">PxSerialization::PxXmlMiscParameter</a></td><td class="desc">Additional <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> and <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> options stored in XML serialized data </td></tr>
<tr id="row_321_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classRaycastCCDManager.html" target="_self">RaycastCCDManager</a></td><td class="desc">Raycast-CCD manager </td></tr>
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